I sure don't. It seems pretty useless since you can just spam rockets everywhere. Further, I'm thinking of making the rockets hit twice as hard and fire only four, but in a rapidfire four-shot burst with each click instead of all at once. Thoughts?

I also used the Clusterfucker's lock-on capability on occasion, especially in G59!

Nali: Magic or Telekinesis

Waffnuffly wrote:It's tarydium-doped smoothies. Drunk by the player, I mean. The player is tripping balls. The whole game actually takes place in a large city and the player thinks he's on an alien world.

Thought I'd chime in and mention I ended up putting the lock-on capability behind a feature flag you can toggle in EXU.ini, so - best of both worlds!

I also made the alt fire mechanics a bit different, and a lot more satisfying. Instead of eight rockets all at once, it fires four, much beefier rockets in rapid succession.

I'm gonna put together a short vid demonstrating! I've figured out how to take much, MUCH better quality video without impacting gameplay performance (at full HD, to boot!) so I'm excited to get some fresh demonstrations of the crazy shit in the latest build.

Buff Skeleton wrote:I've figured out how to take much, MUCH better quality video without impacting gameplay performance (at full HD, to boot!) so I'm excited to get some fresh demonstrations of the crazy shit in the latest build.

Waffnuffly wrote:It's tarydium-doped smoothies. Drunk by the player, I mean. The player is tripping balls. The whole game actually takes place in a large city and the player thinks he's on an alien world.

Since you seem to be still in process, I would like to suggest 3 minor adjustments to theclusterfuckers lock-on capability.

1. It should not lock on other players. (Edit: In Coop....)2. It should not lock on scriptedpawns who are Owned by a player. (i.e. RebelSkaarj)3. It should not lock on "Passive/Friendly" Nali/Cows/Birds or other pawns who are not a threat.

It is freaking great as is, but if any changes where to be made to it, those 3 would be my choices.

1) Should already be in place with the latest code2) This works for EXUScriptedPawns that have the PlayerAlly tag, but I don't think it'll support other kinds of pawns3) Can probably do this fairly easily